Complete Champion - 3.5e

Page 9

Multiple Use Converts a new member +1 Openly thwarts an evil despoiler of nature +2 Establishes an organization dedicated to acts of good in nature +4 Slays a creature with the evil subtype +1/4 creature's CR Protects a forest or other natural area from destruction +2 Protects a sacred grove or untouched natural area from destruction +4 Organizes a one-time or ongoing celebration of the spring planting or fall harvest +2 Razes the stronghold of an undead creature +8 Undertakes a mission to hunt undead +1 Destroys an undead creature by using a spell from the Sun domain +2 Fails to prevent the destruction of a natural area -4 Fails to prevent the destruction of a sacred grove or untouched natural area -15 Performs an overtly evil act -4 Associates with known evil creatures -4 Contributes in any way to the mistreatment of animals -10

Titles, Benefits, and Duties: When you reach the required affiliation score, a new title is bestowed on you in a 24-hour ritual performed by a 5th-level or higher cleric of Ehlonna in one of the deity's sacred forest groves. Affiliation Rank 0 1

2

3

4

5

Score 3 or lower 4-9

Title: Benefits and Duties None. Grove Initiate: Gain a+2 bonus on Knowledge (nature) checks relating to plants or animals. 10-17 Forest Guardian: Once per day, use endure elements as a spell-like ability (caster level equals your character level). 18-24 Knight of Nature: Once per day, grant an animal companion, an animal summoned with a summon nature's ally spell, or a dominated animal a number of temporary hit points equal to your character level for 1 minute. 25-29 Slayer of the Despoilers: Gain a +1 bonus on attack rolls against evil undead enemies. 30 or higher Heart of the Huntress: Gain a+4 bonus on Survival checks made to track an enemy, and smite a creature (see paladin's smite evil class feature, PH 44) you have successfully tracked once per day.

Specific Roleplaying Applications Favored Feats: Church members value Extra Turning and other feats that aid followers of Ehlonna in fights against undead creatures. Since Ehlonna is also famed for her archery, many of her followers (especially those with ranger levels) take Point Blank Shot and other feats that improve their ranged¬ attack capabilities. Natural Spell is a favorite of Ehlonna's druid followers, and many clerics or druids who worship her take feats designed to make their summon nature's ally spells more potent, such as Augment Summoning.

Favored Combat Tactics: Members of the Assembly of Balance often strike from a distance—and if possible, by surprise. Even Ehlonna's clerics tend to favor light armor, and most take a few ranks in Hide. Her follow­ ers focus on destroying undead enemies first, and they frequently use nonlethal attacks against enemy animals or magical beasts, hoping to subdue the creatures and then relocate them far from populated areas. Members frequently give despoilers of nature fair warning before striking and offer them the option to leave a region peacefully under the church's protection. This attitude is often displayed in other combat situations as well—a worshiper of Ehlonna frequently gives enemies a chance to yield before attacking. Favored Adventure Types: Followers of Ehlonna jump at the chance to drive away evil creatures that are despoiling or exploiting natural areas, Gnolls are counted among such enemies, even though their tribes include many druids and rangers. Gnolls embody the cruel and heartless aspect of nature and augment it with their own unique brand of sadism, making them the antithesis of the Assembly of Balance's teachings. In addition, the church encourages its more powerful members to seek out undead everywhere and end the menace they pose. Favored Oaths: Members of the Assembly of Balance favor sayings such as "May your quiver never be empty," "May Her arrow find your heart," and "By the bow of the Huntress!"

THE BLESSED BOUNTY OF YONDALLA Like all halflings, you believe in the virtues represented by Yondalla, deity of the home. As the Nurturing Matriarch, she is primarily associated with peace, prosperity, and harmony. To the world outside the halfling caravans, her church appears much the same—and that's exactly what the halflings would like all others to think. In truth, the Church of Yondalla is split, just as the deity herself is split. The church that welcomes strangers to the halfling fires is that of Yondalla, the Blessed One, which is the only side that nonhalflings ever see. But the church devoted to Yondalla's other personality, the dark Dallah Thaun (CN, Chaos, Knowledge, Luck, Trickery), has a following just as large (see Races of the Wild 52 for a detailed description of Dallah Thaun). The Church of Yondalla has clergy devoted to both aspects of the deity. The clerics of the Nurturing Matriarch tend to be peaceful and focus on the well-being of the traditional halfling communities. The clerics of Dallah Thaun's church are much more active in the world, seeking out both potential threats to the halflings and ways to enrich and empower the race. Neither Yondalla's nor Dallah Thaun's clerics want to see a return to the days when halflings were forced to live on the edges of society, barely scraping by on the leavings of the larger humanoid races. Thus, despite their alignment differences, members of Yondalla's twin churches always work together, though the means they use to accomplish their goals may vary considerably. The Church of Yondalla has few permanent temples, but at least one wagon in every caravan is devoted to Yondalla


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Coliseum of Kord

5min
page 153

Ancient Temple

3min
page 149

Sepulcher of Wee Jas

4min
page 156

Palace of Burning Ice

3min
pages 154-155

Cold Forge of Moradin

2min
page 152

Temple of the First Dawn

10min
pages 157-159

Holy Sites

1min
page 150

The Pantheistic Tournament

3min
page 147

The Ghostly Lair

4min
page 148

Tools

10min
pages 142-144

Clothing

13min
pages 138-141

Squire of Legend

12min
pages 110-112

Special Holy Symbols

9min
pages 133-134

Weapons

3min
page 137

Wooden Blight

2min
page 130

Shadowstriker

8min
pages 108-109

Shadowspy

12min
pages 105-107

Paragnostic Apostle

13min
pages 94-96

Sanctified One

28min
pages 99-104

Paragnostic Initiate

8min
pages 97-98

Ordained Champion

18min
pages 90-93

Mythic Exemplar

18min
pages 86-89

Holt Warden

9min
pages 84-85

Pelor's Shadow Guard

18min
pages 75-79

Forest Reeve

7min
pages 82-83

The Paragnostic Repositories

4min
page 74

The Paragnostic Assembly

9min
pages 72-73

War Domain

3min
page 43

Guardians of the Green

19min
pages 68-71

The Reliquary of Six

2min
page 67

"Water Domain

3min
page 44

Strength Domain

4min
page 40

Trickery Domain

3min
page 42

Earth Domain

2min
page 32

The Dark Churches

5min
page 27

The Shining Light of Pelor

4min
page 22

Destruction Domain

4min
page 31

The Temple of the Twinkling Eye

6min
pages 25-26

The Temple of True Aim

8min
pages 23-24

Scales of Balance

4min
page 21

The Ruby Temple

4min
page 20

The Mighty Arms of Kord

9min
pages 18-19

The Brotherhood of Equals

4min
page 11

Fingers of the Laughing Rogue

4min
page 15

The Fist of Valor

7min
pages 16-17

Fharlanghn's Way

5min
page 14

Introduction

5min
page 4

The Eternal Library

8min
pages 12-13

Assembly of Balance

4min
page 8

The Blessed Bounty of Yondalla

8min
pages 9-10
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